package net.minecraft.client.model;

import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.passive.EntitySheep;

public class ModelSheep2 extends ModelQuadruped {
	private float headRotationAngleX;

	public ModelSheep2() {
		super(12, 0.0F);
		this.head = new ModelRenderer(this, 0, 0);
		this.head.addBox(-3.0F, -4.0F, -6.0F, 6, 6, 8, 0.0F);
		this.head.setRotationPoint(0.0F, 6.0F, -8.0F);
		this.body = new ModelRenderer(this, 28, 8);
		this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 0.0F);
		this.body.setRotationPoint(0.0F, 5.0F, 2.0F);
	}

	/**
	 * Used for easily adding entity-dependent animations. The second and third
	 * float params here are the same second and third as in the setRotationAngles
	 * method.
	 */
	public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_,
			float partialTickTime) {
		super.setLivingAnimations(entitylivingbaseIn, p_78086_2_, p_78086_3_, partialTickTime);
		this.head.rotationPointY = 6.0F
				+ ((EntitySheep) entitylivingbaseIn).getHeadRotationPointY(partialTickTime) * 9.0F;
		this.headRotationAngleX = ((EntitySheep) entitylivingbaseIn).getHeadRotationAngleX(partialTickTime);
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
		super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
		this.head.rotateAngleX = this.headRotationAngleX;
	}
}
